About the service
I am a 3D artist and work entirely in Blender: I turn your references, sketches, or simple descriptions into clean, production-ready models. My work involves the entire pipeline: I build geometry, unwrap UV maps and apply textures, set up materials, lighting and cameras, and deliver the final render that looks exactly as you envisioned it. I pay attention to topology and scale, so every model remains neat, easy to refine later, and ready to pass to the next stage, whether that's 3D printing, web, or further animation.
Most often I create product visualization, stylized and realistic characters, and short motion graphics videos. For product shots, I focus on authentic materials and studio lighting so that packaging, gadgets, and furniture read like real photographs. For characters, I handle sculpting, retopology, UV mapping, and basic rigging so they can be posed or animated. When the task requires movement, I animate cameras and objects, add basic physics or particles, and render the scene in Cycles or Eevee depending on the desired look and your timeline.
I approach each brief as a dialogue, not a one-way order. I send previews at the blocking stage, align the direction with you before final rendering, and keep the source .blend organized: named collections and materials so nothing raises questions later. Tell me the goal, format, and mood, and I'll suggest the most efficient path to the result without wasting your budget on details the viewer won't notice anyway.
— 3D modeling: hard-surface and organic
— UV unwrapping and PBR texturing
— Lighting, materials, and photorealistic rendering (Cycles, Eevee)
— Character sculpting, retopology, and basic rigging
— Animation and motion graphics
— Product and packaging visualization
Most often I create product visualization, stylized and realistic characters, and short motion graphics videos. For product shots, I focus on authentic materials and studio lighting so that packaging, gadgets, and furniture read like real photographs. For characters, I handle sculpting, retopology, UV mapping, and basic rigging so they can be posed or animated. When the task requires movement, I animate cameras and objects, add basic physics or particles, and render the scene in Cycles or Eevee depending on the desired look and your timeline.
I approach each brief as a dialogue, not a one-way order. I send previews at the blocking stage, align the direction with you before final rendering, and keep the source .blend organized: named collections and materials so nothing raises questions later. Tell me the goal, format, and mood, and I'll suggest the most efficient path to the result without wasting your budget on details the viewer won't notice anyway.
— 3D modeling: hard-surface and organic
— UV unwrapping and PBR texturing
— Lighting, materials, and photorealistic rendering (Cycles, Eevee)
— Character sculpting, retopology, and basic rigging
— Animation and motion graphics
— Product and packaging visualization